Decalery is a mesh-based decal system from the creator of Bakery.
It lets you imprint a decal of any shape on a mesh of any other shape. The resulting geometry is just a simple alpha-blended mesh, so decals can be easily rendered on any platform or render pipeline without additional overhead (apart from regular overdraw).
Decalery includes two separate decal generation systems, one for in-editor level design, and another for in-game runtime creation.
Manual
Discussion thread
Features:
- Decals and receivers of any geometric shape.
- Lit and lightmapped decals. Decalery supports both built-in and Bakery lightmaps (including SH, MonoSH and Volumes).
- Deformable decals on skinned meshes.
- Decal shaders (mitigating Z-fighting and more) for URP, HDRP and the built-in render pipeline.
- A variety of techniques for runtime decal spawning.
- Trail-like runtime decals for e.g. skidmarks.
Tested on everything from Unity 5.6 to 6000.0.10, including built-in, URP and HDRP.
If Asset Store does not allow downloading to pre-2021.3 versions, you can install 2021.3, download it and then copy to an earlier version project.
Bakery is not required for Decalery to work, but Decalery supports Bakery features.This is the first release. In-editor decal system is well-tested and must work on all platforms. If you intend to use it for in-game runtime decal creation, please read about current platform limitations in the manual. Runtime decals platform coverage is still being worked on. More features will be added soon.
Please contact me via email/discussions if you have any issues and I will try to resolve/fix them as soon as possible.